Grab a controller and brush off your C# skills - we’re building a game this week! Over the next 3 days (Tuesday - Thursday 11-3 Pacific) we’ll be diving into Unity and building a game that we can connect up to the cloud to explore building cloud connected games.
Grab a controller and brush off your C# skills - we’re building a game this week! Over the next 3 days (Tuesday - Thursday 11-3 Pacific) we’ll be diving into Unity and building a game that we can connect up to the cloud to explore building cloud connected games.
Grab a controller and brush off your C# skills - we’re building a game this week! Over the next 3 days (Tuesday - Thursday 11-3 Pacific) we’ll be diving into Unity and building a game that we can connect up to the cloud to explore building cloud connected games.
Let’s explore how you can detect when an object is inside the players camera view by using the camera’s frustum and axis-aligned bounding boxes (AABB).
Global usings are a new feature in C# 10 that give you the ability to declare a using directive over every source file in your project instead of needing to duplicate the declaration inside of each file in your projects!
Another VOD from the World of Zero Twitch development stream. This is a demo of some of the work that’s happened on the LINQ for Unity tool behind the scenes and also covers introducing command history so that we can track queries run against the tool and quickly rerun them.
LINQ for Unity is a new tool I’m building that allows you to run C# queries, typically LINQ, that you can then use to modify objects in your scenes easily.
Let’s explore a calculator that can solve a variety of equations dynamically. We’ll be able to use this solution to explore tree data structures and specifically the use of binary trees to represent and solve common math problems.
Continuing our elevator and asynchronous scene management system development let’s try to build a 3-scene system that will allow us to create a base scene with the global game objects (our player, scene transition elevator, camera etc) and the two “floors” we’ll be transitioning between.
Lets fix our grid snapped vertex custom shader by introducing some improved lighting. Because we’re manipulating our objects geometry inside our shader the normals that are used to calculate lighting are incorrect.